Showing posts with label npcs. Show all posts
Showing posts with label npcs. Show all posts

Saturday, April 30, 2011

Z for Zappo the Wondrous

[Note: Any non-gamers tuning in to this series of posts are invited to consult my New Reader Introduction for some RPG-specific definitions and a general introduction to the Lands of Ara blog.]

Zappo the Wondrous is an NPC from my current campaign, a 3rd level Magic-User the party recently rescued from the depths of Stonehell Dungeon. He has an interesting background and a slightly unusual spell selection, so I thought I would share him with you as the conclusion of my April A-Z Blog Post Challenge.

Zappo the Wondrous
Human Magic-User Lvl. 3
Alignment: neutral
STR 5, DEX 11, CON 9, INT 16, WIS 13, CHA 8
HP: 8
AC: 9
Weapons: quarterstaff (1d6 dam.)
Armor: unarmored (base AC 9)

Zappo, a native of Achelon, trained under a wizard who himself trained with legendary recluse Elzar the Horrid. This is where Zappo picked up his Stickyfoot spell, and rumor has it he possesses a transcription of the Troglodyte Stench Burst spell as well.

Zappo's current spells (those in his field spell book) include: Shield (1), Sleep (1), Levitate (2), and Stickyfoot (2).

Friday, November 27, 2009

Four Horrid Spells


Who knows why, but I seem to love magic-user spells on themes of slime, scum, filth, and grotesquery.  So I present four horrid spells, two of which were actually created by more inventive people than me, as noted individually below.

Stickyfoot
Level: 2 (M-u)
Range: 100'
Stickyfoot creates a small (3’ x 3’) patch of a transparent, sticky substance which instantly bonds one person or human-sized being’s feet to the floor.  This patch may be cast anywhere within sight of the magic-user up to 100', and it sets instantly, so it must be cast directly under someone in order to be effective.   Once it adheres to its target’s feet and sets, the Stickyfoot substance immobilizes the target for 1d4 rounds, then vaporizes, freeing the target.  While immobilized, the target attacks at -1, and any DEX-related AC bonuses are negated.  The Stickyfoot spell can only be used against one human-sized target at a time (exceptionally large targets are not affected), and will only work in areas with solid floors (for instance, the Stickyfoot substance would not adhere to the side of a sand dune or to a patch of slimy swamp muck).

[Stickyfoot was conceived and written by Dave Miller for the original Crimson Blades of Ara game.]

Troglodyte Stench Burst
level: 3 (M-u)
range: 100 feet
Creates a 10’ radius spherical cloud of Troglodyte stench, enfeeblingly repulsive to humans and demi-humans, which appears within 100’ of the caster and lasts for 1d6 rounds.  Those humans or demi-humans trapped within the transparent cloud must save vs. poison or suffer a –2 to all attack rolls while still in the cloud.  Even those who escape the radius of the cloud find that the stench, and the –2 attack penalty if not saved against, will cling to the target for 10 additional rounds. 

Cannibal Curse
level: 4 (M-u)
range: 20 feet
Cannibal Curse turns one target within 20 feet into an uncontrollably ravenous cannibal for 1d6 rounds.  The cursed individual will viciously attack the nearest member(s) of its own species, biting at his/her/its/their flesh and attempting to eat him/her/it/them.  The cursed individual cannot be reasoned with while the curse is in effect.

[Note: The Cannibal Curse spell could be made available to evil clerics, in which case it would be a level 5 evil cleric spell.]

Vomitus Deluge
level: 5 (M-u)
range: 500 feet
On command, a magical stream of viscous, pungent acid spews forth from the caster and bursts onto its target(s).  The effect has a range of 500 feet and creates a vomitus burst 20' in radius. The burst deals 2d4 points of initial acidic damage. Unless somehow neutralized, the acid lasts another 1d6 rounds, dealing another 2d4 points of damage per round.  All beings caught within the burst of the vomitus deluge are allowed a save versus spells; a successful save reduces all damage by half.

[Vomitus Deluge was created by Jamey Racer II for a D&D 3.5 campaign in 2007-08.]

And of course no list of horrid spells would be complete without our favorite "horrid" spell, the most requested spell scroll in the Kaladarian Grand Wizardry Archive every year since its debut in 1583, the ever-popular Scumbrella!!

Scumbrella
Level: 1 (M-u)
Range: touch
Scumbrella is a 1st-Level magic-user spell that is cast upon a single mundane umbrella.  The next time that umbrella is opened, it dumps sewage and filth all over the person(s) underneath it.  Scumbrella is mainly a “practical joke” spell with very little direct combat application, though the target scummed by a Scumbrella is considered surprised for one round.  Further, if someone with open sores or wounds opens the Scumbrella, a save vs. poison is required to avoid catching some nasty disease.

Finally, to cap off our exciting tour of horrid spells, I present a magic-using NPC who takes advantage of some of them (as well as some great ones by bat from Ancient Vaults), Elzar the Horrid:

Elzar the Horrid
Human Magic-User Level 6
Sex: male
Alignment: neutral
STR 6, DEX 13, CON 14, INT 17, WIS 10, CHA 5
HP: 13
AC: 7
Weapons: dagger (1d4 dam.)
Armor: unarmored (base AC 9)
Spells (1st): Scumbrella, Gobsmacked
Spells (2nd): Mutinous Limb!, Summon Peasant
Spells (3rd): Troglodyte Stench Burst, Vexation of Food and Drink*

*Listed as a Level 2 Druid Spell, but Elzar has adapted this spell for arcane use as a level 3 spell.

Elzar the Horrid is thought to dwell southwest of Wilkiss, somewhere along the northern edge of the Great Western Swamp, in a particularly nasty smelling hovel guarded by a loyal giant toad.  He spends most of his time working to develop new horrid spell scrolls and potions, which he sells (through an agent) in the popular public market in Tradefair.  Elzar is widely held to be the creator of the Troglodyte Stench Burst spell, but he has never publicly verified this fact.  Elzar likes to be left alone and will use his array of horrid spells, including the distinctly antisocial Mutinous Limb!, to deter visitors to his hidden swamp cave.  He wears a ring of protection +1, which, along with his high DEX, accounts for his lowered AC.  Elzar is a Council Adept in good standing (i.e., he pays his Council dues) but he never attends meetings or Council functions in person.

Friday, October 30, 2009

Vampires – Ara’s Dark Masters



As I revealed in a previous post, vampires have always scared me a great deal, and I think of them as extremely powerful, evil, and cunning foes.  So in the Lands of Ara, with very few exceptions, vampires are the most powerful and dreaded evil creatures to be found in the region. 

Arandish vampires are in fact ancient necromantic magic-users and/or chaotic clerics who participated in the centuries-past Old War between Achelon and Telengard.  At the end of the Old War, these necromancers were imprisoned in the Spire of Mornlyn by Arlon the Wise and Sarkon of Telengard.  Unfortunately, the imprisoned wizards figured out how to preserve themselves forever as evil undead beings, and subsequently escaped imprisonment in Mornlyn to roam Ara by night as vampires, seeking dire vengeance upon humankind.

Thus Arandish vampires are really more akin to liches from AD&D (see Monster Manual p. 61): ancient, incredibly powerful evil sorcerers turned undead by force of their own will.  In terms of game statistics, I treat an Arandish vampire like a hybrid of a D&D vampire and a D&D lich. 

Arandish Vampire (Undead Necromancer)
# Encountered: 1 (1)
Alignment: chaotic
Move: 120’ (40’), Fly: 180’ (60’)
AC: 1
HD: 11+
Attacks: 1 touch (see below)
Damage: 1d10, drain life energy
Save: F9
Morale: 11
Hoard Class: XVII
XP: 9200+

Arandish vampires borrow from D&D liches the following characteristics and special abilities:

Arandish vampires never have less than 11 HD.

Arandish vampires are at least 18th Level magic-users and/or clerics (often both).

Arandish vampires cause fear in all beings of 5th Level (or 5 HD) and lower.

The following spells / attack forms have no effect on Arandish vampires: charm, sleep, enfeeblement, polymorph, cold, electricity, insanity or death spells/symbols.

Besides these enhancements, Arandish vampires otherwise behave as standard D&D vampires (see Labyrinth Lord pp. 101), with the same aversions to garlic, running water, etc.

I may use the standard D&D vampire (see Labyrinth Lord pp. 101) for select purposes, like when characters and other beings get bitten and turned vampiric – a kind of lesser vampire type always enslaved to a Vampire master.  But those will be relatively rare, as Arandish vampires are particularly megalomaniacal and do not tend to create much vampire spawn with whom they must share feeding grounds – they prefer lesser, non-vampiric undead minions and servants.

Saturday, October 24, 2009

Great Western Swamp - Monsters

A Blaag.

As a continuation of my previous post on The Great Western Swamp, here are the gaming stats for some more exciting NPCs and deadly monsters who inhabit the notorious Swamp.  The first two entries are for Rogath, a fairly well-known Ranger from The Western Lands, and Rabbit-Head, a guide from Marsh Town; please note in this connection that I have recently decided to go with the two Ranger options outlined in Brave Halfling’s Delving Deeper: Ranger, a superb product I highly recommend.  [See also James Maliszewski’s review of DD: Ranger.]


Rogath the Swamp-Ranger

Ranger (With Damage Bonus) Level 3
Sex: male
Alignment: neutral (balance)
STR 14, DEX 11, CON 14, INT 10, WIS 13, CHA 9
HP: 16
AC: 5
Weapons: Long Sword, Short bow
Armor: chain mail (base AC 5)

Rogath originally hails from Noffel, which is probably why he favors the long sword as a primary weapon.  Rogath’s current “home” is actually Tradefair, the largest city of The Western Lands, but he is not there very much; he prefers to wander the Swamp.  In case this isn't already obvious, his giant- and humanoid-fighting abilities extend to Swamp Trolls.


Rabbit-Head, an erratic yet surprisingly effective Swamp Guide
Ranger (With Additional Skills) Level 4
Sex: male
Alignment: chaotic
STR 12, DEX 16, CON 12, INT 11, WIS 14, CHA 8
HP: 13
AC: 5
Weapons: skinning knife (treat as dagger)
Armor: leather (base AC 7)

Rabbit-Head is a relatively young, severely mentally unbalanced, yet exceptionally talented swamp guide who mainly operates out of Marsh Town (Sluggerton).  Rabbit-Head is not much interested in money, and prefers to barter for his services, demanding unique trinkets, treasures and services as payment for his Swamp guide work.  Due to his unstable personality, Rabbit-Head has on occasion abandoned clients in the middle of the Swamp, and has even once or twice sold them out to brigands, but he is not so much conniving as whimsical, and more often than not he can be trusted to complete the guiding and scouting jobs he contracts for.  Rabbit-Head’s greatest weakness as a hireling may be his penchant for pickpocketing his clients while they sleep, something he does more for fun than strictly for gain.  Rabbit-Head is a physical coward and will typically try to avoid confrontation or combat at all costs, but, as a result of his cowardice, he is very good at evading indigenous Swamp aggressors, a benefit he passes on to parties he travels with (see +1 bonus to Encounter Table Rolls mentioned in the previous post).  All in all, Rabbit-Head is considered one of the best Swamp guides to be found in Sluggerton, and he therefore maintains a busy schedule.   

Next, a few key new monsters that dwell in the Great Western Swamp: the frog-like Blaag, the man-eating Swamp Tiger and, in case you missed it in my post about Arandish Trolls, the dreaded Swamp Troll. 


Blaag

# Encountered: 1d8 (3d12)
Alignment: chaotic
Move: 120’ (40’), Swim: 150’ (50’)
AC: 5
HD: 2
Attacks: 3 (2 claw, 1 bite)
Damage: 1d4 / 1d4 / 1d6
Save: F2
Morale: 8
Hoard Class: XXII
XP: 29

Named, perhaps, for the guttural sound they make when attacking, the blaag are small, frog-like humanoids with razor-sharp teeth and a taste for human flesh.  They will go after food (preferably humans and their brethren) voraciously and without any thought of retreat.  They are usually encountered in groups of 3-36.  Their principle weakness is their method of attack, a lunging bite (they can leap up to 20’) that only allows each blaag to attack every other turn, albeit at a +1 to hit.  Blaag are speedy swimmers and will use water to their defensive advantage, diving to retreat and surfacing to leap and attack. 


A deadly Swamp Tiger named Roscoe.

Swamp Tiger

# Encountered: 0 (1d3)
Alignment: neutral
Move: 150’ (50’), Swim: 90’ (30’)
AC: 6
HD: 6
Attacks: 3 (2 claws, 1 bite)
Damage: 1d6 / 1d6 / 2d6
Save: F3
Morale: 9
Hoard Class: VI
XP: 320

Swamp Tigers are very similar to typical tigers, except that, perhaps uniquely among the big cats, they do not mind water.  Swamp Tigers prefer land, and are excellent tree climbers, but will swim short distances to reach prey or escape death.  All swamp tigers have a taste for human blood and prefer to hunt humans over any other prey.


Swamp Troll
# Encountered: 0 (1d4)
Alignment: chaotic
Move: 90’ (30’), Swim: 180’ (60’)
AC: 4
HD: 9 + 3
Attacks: 3 (2 claw, 1 bite) or 1 trample
Damage: 1d8 / 1d8 / 1d12 / 3d8 (trample)
Save: F9
Morale: 8
Hoard Class: XIV
XP: 1700

The most dreaded of all trolls, the gigantic swamp troll inhabits the Great Western Swamp (which I will describe in detail in a future post).  The swamp troll lies in wait for prey, its leathery, muck-encrusted back sticking out of the water like a small island.  When something gets close enough, the troll rises to its full height of 16 feet, striking with terrible, 3-foot claws.  A swamp troll knows little fear, and will not hesitate to attack small boats and other swamp-going craft.  Swamp trolls are nomadic, going where the hunting is good.  They are excellent swimmers, and if forced to flee will dive into the swamp-water and swim away from danger.  Swamp trolls are amphibious and can hold their breath underwater for very long periods.  Swamp trolls have all the same regenerative abilities, and susceptibilities to acid and fire, as other trolls do (see Labyrinth Lord p. 100).


And lastly, here is a Monster Encounter Table for the Great Western Swamp.  (Generic “marsh” or “swamp” encounter tables can be used if you prefer a wider variety of monsters).  Remember that The Great Western Swamp is so notorious for being difficult to navigate that even skilled scouts and rangers from other regions have difficulty finding their way.  Thus local scouts and barge captains who specialize in traversing the Great Western Swamp get a +1 bonus to any scouting / tracking activity in the Swamp, and also add a +1 modifier to rolls on this Encounter Table.



Great Western Swamp Encounter Table
roll d20

   1-2
Swamp Troll (see above)
     3
Black Dragon
     4
Carnivorous Beetle
     5
Babbler (see Fiend Folio p. 13)
     6
Ghoul
     7
Giant Bat
     8
Giant Killer Bee
     9
Giant Toad
    10
Blaag (see above)
    11
Swamp Tiger (see above)
    12
Rat
    13
Giant Rat
    14
Thork (see Fiend Folio p. 88)
    15
Orc
    16
Owlbear
    17
Berserker
 18-19
Brigand
    20
Fugitive Magic-User*
    21
Vendetta Seeker (vs. the guide)**

* 2% chance of encountering the apparition of Awra (see forthcoming post); in all other cases, it is a typical magic-user (level 1-6, rolled randomly) fleeing from Noffellian authorities.

** This can be any type of monster or NPC that the guide or barge captain has wronged / made enemies with in the past.  The creature will attack the guide as well as the party indiscriminately.

Tuesday, October 20, 2009

The Lands of Ara - The Great Western Swamp


The Great Western Swamp is an immense swamp region that covers most of the southwestern fourth of the Arandish continent.  It borders the Kingdom of Noffel, The Western Lands, and even the southern frontier of Aldoria near Nurna, the Elven Great Lake.

The Swamp is largely untamed and unexplored, and is infested with hostile monsters.  It is so vast that a great many merchants, travelers, and adventurers have become lost there, and brigands, criminals, and arcane magicians fleeing persecution in Noffel have been known to deliberately lose themselves and hide out there.  While there are many civilized settlements that immediately surround the Swamp—Swampsedge in Noffel, Castle Morko in The Western Lands—there are very few villages or towns actually in the swamp, Marsh Town being the notable exception.

The Great Western Swamp is so notorious for being difficult to navigate that even skilled scouts and rangers from other regions have difficulty finding their way: the base chance for a party becoming lost in the Swamp (without a local guide) is 60% (see Labyrinth Lord p. 46).  In this the locals have an advantage: scouts and barge captains who specialize in traversing the Great Western Swamp reduce the chance of getting lost to 50%, get a +1 bonus to any scouting / tracking activity in the Swamp, and also add a +1 modifier to Monster Encounter Table rolls (see forthcoming post).

As for trade and barge travel in the Great Western Swamp, there are “established” barge routes between Swampsedge and Marsh Town, and some barge captains claim to have established relatively safe routes from Marsh Town all the way through the Swamp to the Arandish west coast.  But the prevalence of swamp trolls, blaag, and other aggressively dangerous swamp denizens (see forthcoming post) have made any truly safe passage of the swamps a near impossibility.  However, with the oceangoing sailing routes around the southern horn of the Komar Peninsula taking almost twice as long as the Swamp passage, many merchants and traders still prefer the risks of the Swamp to the loss of time and other risks of the ocean route. 

Swampsedge marks the western frontier of the Kingdom of Noffel, and is essentially a port city from whence many swamp traders depart west on barges into the depths of the Swamp.  There is lively trade through here, both legal and illegal, and the town is chock full of guides and barge captains willing to take adventurers west or north.    

Marsh Town (called Sluggerton by many locals) lies approximately three hundred miles (twelve 24-mile hexes) west of Swampsedge, and is built upon wooden docks, much like Lake Town in The Hobbit.  The Oligarchs of Marsh Town (a governing body made up of seven wealthy merchants, lesser nobles, and the like) retain a small garrison of skilled archers and fighters to keep swamp trolls and brigands at bay; but piracy, theft, and black marketeering are fairly rampant in Marsh Town.  Of course, this makes Marsh Town the ideal place in which to “fence” and/or purchase stolen goods—Skeleton Pete is the guy to know in Marsh Town if you are seeking these black-market services.  However, as I mentioned in a previous post, there are other (perhaps lesser) black marketeers to deal with if no party member can forge a connection to Skeleton Pete, such as Ork-Ork, a half-elven man with a right club foot who is a part time fishmonger, part-time fence.  Other notable personages in Marsh Town (not including barge captains; see below) include a powerful but eccentric Enchanter known as Old Man Fish-Penis, and a young, mentally unbalanced, but exceptionally talented swamp guide named Rabbit-Head.

Swamp Barges: Many swampgoing craft are quite small, and can be treated as common rafts from the Watercraft Table (Labyrinth Lord p. 57).  However, most of the serious operators in the Great Western Swamp use larger swamp barges that require a crew of ten to row and navigate, including an experienced barge captain who knows his/her way through the treacherous swampways.  These larger swamp barges have the same characteristics as a river boat from the Labyrinth Lord Watercraft Table. 

Great Western Swamp barge captains (that is, those who command a small crew aboard a proper swamp barge) are skilled like sailors but must be hired at a the higher “navigator” hireling rate (see LL 48).  Most barge captains also have some combat ability, fighting as first or second level fighters (referee’s discretion).  There are a few semi-famous barge captains and scouts in the region of the Great Western Swamp; here are gaming stats for a representative few of these:   

Sunna Garfield, Noffellian barge captain
Human Fighter Level 2
Sex: female
Alignment: neutral (balance)
STR 13, DEX 14, CON 13, INT 10, WIS 11, CHA 12
HP: 11
AC: 5
Weapons: Long Sword, Short bow
Armor: studded leather (base AC 6)

Sunna Garfield is probably the best-known and most prosperous barge captain running between Sluggerton (Marsh Town) and The Western Lands.  In addition to her own barge, she also owns controlling interest in two other barges running between Swampsedge and Marsh Town, and sometimes makes that run herself for particularly important / expensive shipments or clients.  Her operation is largely legitimate, though like almost all Swamp runners, Garfield will haul black-market goods or passengers for the right price.  She is a gruff Noffellian traditionalist, however, and will have no truck with wizards.  If she suspects a character is a magic-user or rodian illusionist, she will not transport or do business with that individual.

Marko Halfdagger, or “Captain Marko”
Human Thief Level 1
Sex: male
Alignment: neutral
STR 10, DEX 15, CON 14, INT 10, WIS 10, CHA 9
HP: 4
AC: 6
Weapons: short sword, dagger
Armor: leather (base AC 7)

“Captain Marko” is probably a better thief than he is a barge captain, but he has the advantage of being cheap: he charges only 100 gp / month for his barge and services.  Marko is wanted for thievery in Swampsedge, and therefore sticks to Marsh Town, The Western Lands, and (occasionally) the West Coast. 

Karn Borasukian, rodian barge captain
Rodian Duellist Level 2
Sex: male
Alignment: neutral
STR 9, DEX 18, CON 13, INT 9, WIS 12, CHA 14
HP: 8
AC: 3
Weapons: duelling rapier (treat as short sword), dagger, light crossbow
Armor: studded leather (base AC 6)

Karn Borasukian’s barging operation is based in the west coast city of New Port, making runs to Marsh Town and even Swampsedge on occasion.  He primarily likes to deal with other rodians, but will transport paying customers of non-rodian races so long as they do not insult or slight Borasukian or rodians generally.  Borasukian has a very high opinion of himself and charges a slightly higher fee (200 gp / month) for his services then do many other black marketeering barge captains.  But he has an excellent track record for evading both the law and aggressive swamp monsters. 

More yet to come on the Great Western Swamp, including Rogath the Swamp-Ranger!

Sunday, October 11, 2009

Noffel - Hokka and Some of His Crew

Hokka [pronounced HAWK-uh] is the famous Noffelian captain of the vessel Sea Scorpion, a man and ship whose exploits are already legendary in Ara. 

My most definitive memory of Hokka took place during the aforementioned “Hotel Kaladarian” campaign refereed by Scott Peoples, Hokka’s creator.  The party was in a Noffellian seaport, seeking to book passage to hunt down a huge sea serpent that was terrorizing the Bay of Noffel.  Hokka agreed to take us out to the serpent’s known feeding area, and when the serpent attacked the ship, Hokka eagerly joined in and raised his cutlass against the huge monster.  During the height of the fray, Hokka was seen dangling from a rope high on his own ship’s mast, swinging his cutlass at the attacking sea serpent while simultaneously shouting curses and, using his off-hand to hold himself, taking a piss on the giant creature as well.  That moment veritably defines Hokka: fearless, hard-drinking, adventure-seeking, and seemingly impervious to death. 

Equally proficient with the Noffellian longsword and the Suhlian cutlass, Hokka makes a deadly opponent in melee combat.  He is seemingly fearless, and is well-known for yelling insults and jibes at his foes while fighting.  His courage and apparent indestructibility help him confer a morale bonus of +2 upon anyone fighting alongside him.

Hokka can be wounded, even swept out to sea from time to time, but should never be outright killed, unless his death is used as part of an incredibly world-changing, cathartic, climactic battle in a large-scale campaign.  Hokka is a more or less permanent fixture of Ara, the ultimate ally to befriend and share seagoing adventures with.  Hokka and his crew, being fearless adventure-seekers, are almost always willing to transport adventure parties for a cash fee or fair trade.

Hokka’s ship, the Sea Scorpion, is a small galley with the following stats: 90-person crew complement, Cargo Capacity 2,000 lbs., AC 8, Structural HP 100 (see Labyrinth Lord p. 57).  Since Captain Hokka prefers to keep his ship at sea (and earning money) as much as possible, and due to the often illegal nature of the work Hokka accepts, I am not certain if Hokka and the Sea Scorpion have a stable “home port,” but if they do, it is Jakama.  (In fact, I believe Jakama is where my party first met Hokka during Scott Peoples’ “Hotel Kaladarian” campaign.)  While Hokka can be found and hired out of any port on the Bay of Noffel or the Arandish West Coast, he is far more likely to be found in the Noffellian seaside city of Jakama than anywhere else.

Due to his thirst for dangerous adventure, Hokka has a tendency to lose ships from time to time; the last time I used Hokka in a campaign he claimed to be on his seventh ship, having survived the sinking of six previous Sea Scorpions.  In any case, Hokka is legendary for surviving the destruction of his vessels and any new ship he acquires is immediately renamed the Sea Scorpion. 

Hokka is a legend amongst most Noffellians and seafaring folk, and since almost everybody loves and/or fears him, he has few direct enemies.  Some tight-assed coastal mayors or governors may have it out for Hokka for his black marketeering, but Hokka usually (barely) eludes legal trouble to sail again for the unknown!

I think the reason I have kept Hokka and the Sea Scorpion around for so long is that I like to have a ready-made and fun way to get character adventure parties out to sea or across the sea to new adventure areas.  Hokka certainly does NOT show up in every single campaign I run; but pretty much every time a party goes to sea, it is with Hokka.  In this connection, please note that Hokka is an ocean-going sailor, NOT a swamp-barge or riverboat captain.  He is proud of his Noffellian heritage and mostly sails the Bay of Noffel and the Arandish West Coast, including Suhl as well as the riverway up to the Free City of Kaladar.  He could be persuaded to sail across the Algar Sea to the Duchy of Galen but has only rarely done so before, and possesses little knowledge of the Duchy or its denizens.

Hokka’s gaming statistics follow – please remember that I am using the Arandish Alignment system, which is a direct steal of the Dwimmermount Alignment System

Hokka, Seafarer Captain (see Labyrinth Lord p. 48)
Human Fighter Level 12
Sex: male
Alignment: neutral
STR 15, DEX 14, CON 17, INT 10, WIS 13, CHA 16
HP: 66
AC: 5
Weapons: cutlass (treat as scimitar), dagger
Armor: Studded Leather (base AC 6)

Next, vital statistics for some of Captain Hokka’s key crew members.  Hokka sails at all times with one of the best crews to be found in the south Arandish seas.  Over half of his crew is made up of Suhlian rodians, joined also by a goodly number of Noffelian humans.  Here I provide detailed profiles for only a few possible / representative crew members.  Hokka’s crew members, while overall quite loyal to their legendary captain, also evince a fairly high killed-in-action rate due to the extremely dangerous missions Hokka routinely accepts.  Therefore, referees using Hokka should feel free to flesh out their own Sea Scorpion crews, even changing the crews (in minor ways or substantively) from appearance to appearance of Hokka.

Again, remember that for all the following entries I am using the Arandish Alignment System.)

Felda Barris
Human Fighter Level 9
Sex: female
Alignment: lawful
STR 16, DEX 16, CON 16, INT 14, WIS 12, CHA 13
HP: 54
AC: 3
Weapons: Long Sword, Dagger, Short bow, mace
Armor: chain mail (base AC 5)

Felda Barris, Noffellian warrior, is Hokka’s First Mate, acting as chief of security and crew drill instructor onboard the Sea Scorpion.  Prior to joining Hokka’s crew, Barris was a soldier in the Noffellian High Guard for many years; it is rumored that she was dismissed from the High Guard for insubordination, but no one in Hokka’s crew would ever mention this in her presence, since she would beat the crap out of them for saying it.  Chief Barris, as the crew calls her, is fiercely loyal to Hokka and is one of his main personal and professional confidantes, but she does not fraternize much with the rest of the crew and is rarely friendly toward ship’s passengers.  In other words, excepting her friendship with Hokka, she is primarily a disciplined loner.  Hokka usually leaves Barris in charge anytime he is off the Sea Scorpion.

Zigg and Higbar Karibekian, rodian brothers:

Zigg
Rodian Duellist Level 6
Sex: male
Alignment: neutral
STR 14, DEX 15, CON 14, INT 9, WIS 12, CHA 11
HP: 24
AC: 5
Weapons: cutlass (treat as scimitar), dagger, light crossbow
Armor:  studded leather (base AC 6)

Higbar
Rodian Duellist Level 5
Sex: male
Alignment: neutral (balance)
STR 11, DEX 16, CON 12, INT 10, WIS 13, CHA 12
HP: 18
AC: 4
Weapons: duelling rapier (treat as short sword), dagger, light crossbow
Armor: studded leather (base AC 6)

Besides Hokka himself, the most consistent elements of my Sea Scorpion crew have been  Zigg and Higbar Karibekian (of the famous generations-old seafaring family, pronounced CARE-uh-BEEK-ee-an), two rodian brothers who constantly bicker and compete as a way of demonstrating their love for each other.  Zigg and Higbar are always debating who is better with the cutlass, or at any other endeavor for that matter.  Neither brother will admit of any fault or wrongdoing to the other, and each works very hard to one-up his brother whenever possible.  The  Karibekian brothers are, if you’ll forgive the reference, the Legolas and Gimli of the Sea Scorpion.

In actual fact, the elder Karibekian brother, Zigg, is stronger and a more skilled fighter than his brother; and Higbar, faster and nimbler, is a more natural sailor and crossbowman.  But both brothers are formidable melee combatants and often serve Hokka as key boarding party members.  (Of course, never one to miss an opportunity for combat, Hokka leads all his own boarding parties.)

Barnacle-Head
Human Fighter Level 7
Sex: male
Alignment: neutral
STR 18, DEX 15, CON 16, INT 7, WIS 10, CHA 8
HP: 50
AC: 5
Weapons: Bastard Sword, Dagger
Armor: studded leather (base AC 6)

By contrast with the Karibekian brothers, Barnacle-Head is a relatively new member of Hokka’s crew – I have only used him once, in my most recent Arandish campaign.  A large and muscular Noffellian human, Barnacle-Head is retained largely for his fighting abilities and raw stamina.  Barnacle-Head may not be the intellectually sharpest member of the Sea Scorpion crew, but he knows sailing, he is incredibly effective under pressure, and he obeys Hokka unflinchingly.  Barnacle-Head acts as Rowing Master when the Sea Scorpion is under oar.  In combat, he is almost always seen near Hokka or directly at his captain’s side; Barnacle-Head would probably be considered Hokka’s bodyguard, if the idea of Hokka needing a bodyguard weren’t so inherently ridiculous.

Saladari Xaelar
Rodian Illusionist Level 6
Sex: female
Alignment: neutral
STR 8, DEX 16, CON 10, INT 16, WIS 11, CHA 9
HP: 15
AC: 7
Weapons: dagger
Armor: none (base AC 9)
Spells (1st): Color Spray, Hypnotism, Wall of Fog, Detect Invisibility
Spells (2nd): Fog Cloud, Invisibility, Magic Mouth
Spells (3rd): Fear

Saladari Xaelar [pronounced ZAY-lar] is the latest in a long line of rodian Illusionists to emerge from her family, and is believed to have connections very high up in the hierarchy of the Black Cloister.  Xaelar serves as the Navigator of the Sea Scorpion.  Secretive and introverted, she has nevertheless become one of the boisterous Captain Hokka’s closest confidantes—for while in matters of crew conduct and discipline Hokka clearly relies primarily upon Felda Barris, when it comes to ship navigation, overall operational strategies, cargo profit margins, and general “life coaching,” it is Saladari Xaelar to whom he turns.  It is probably largely due to Xaelar and her (highly secretive) obligations to the Black Cloister that Hokka ensures the Sea Scorpion makes port in Suhl at least once every few months.  (Though the Karibekian brothers, Zigg and Higbar, have many relatives there as well, including a great-uncle who owns a tavern.)